Notes |
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(0003677)
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Bury
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2010-04-15 07:42
(edited on: 2010-04-15 07:55) |
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Yes on the picks. For the miners it always seems to take time(usually more than a year in game). I'll be trying to undergo some major project and after awhile they just stop, and it will affect all of them at the same time.
The carpenter happened starting in the fall of year one. I do have the save of that one.
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Are they assigned to any burrows? |
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(0003765)
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Bury
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2010-04-15 16:06
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Nope, haven't set any burrows yet. |
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(0003924)
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Kocoro
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2010-04-16 18:04
(edited on: 2010-04-16 18:13) |
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Having this issue too. The picks are in the weapon stockpile, they can be moved around if I designate them to be dumped or whatever, but my miners all have "No Job," even if I select the labour on a new dwarf.
No burrows currently set, but I have had a lot of mining accidents.
I think this may have started after I set the job with dwarf therapist.
Edit : Hah, the moment I posted this one of them suddenly went back to work. Maybe it's because I forbid some unaccessible corpses, who knows!
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(0003957)
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Bury
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2010-04-17 00:58
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No mods or third party software involved for me. They just stand there. They have hauling turned off too. |
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A few of my miners didn't want to use the imported picks they were using before I turned mining off for them. No mods, persisted through saves until my remaining miner hit limonite and I was able to forge new picks. Lots and lots of mining accidents here too, I still have more picks encased in ice than not. |
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It also seems to happen if you turn off the mining job, and the miner drops his pick. Because the pick wasn't made in the fort, he won't pick it back up. |
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(0004520)
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Ghede
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2010-04-21 16:22
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Maybe you need an arsenal dwarf? |
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i got that problem now after digging into a "curious structure" he now is standing on top of the slade wall with "no job" i wanted to dig into (before knowing its there) |
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he now even died of thirst but there was clear ways to underground lake, brook and the booze stockpile, he still stand on that slade wall, running a small area around hunting for vermin at best (but cant find any)... an no no burrows or anything just hit the building and he got stuck there (other dwarfs run arround him) |
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Are these dwarves 'No Job' or 'On Break'?
I had a dwarf 'On Break' for two months, but it was after an epic job digging out my magma forges, and he's since gone back to a normal schedule.
The Slade sounds like a specific issue. |
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(0004874)
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eldrik
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2010-04-24 06:41
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I've seen a similar problem. I play at work. I introduced my boss to the game, now he plays at work. He made a new fortress and his miners would not dig a designated area. They remained in the "no job" state.
We couldn't figure it out, until all of a sudden he designated a different area to be dug, and they dug that area. After that they dug the first designation just fine.
It was very odd. |
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I've got this issue with a few of my miners as well. If I tell a peasant to be a miner he'll pick up a pick and go dig, but two of my Miners (who have picks) stand around doing nothing.
If I tell a miner to be a woodcutter he drops his pick, get an axe, and then stand around doing nothing (with trees designated).
If I tell him to mine again the reverse happens: drops the axe, picks up a pick, and stands around doing nothing. |
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I was illustrating this effect with burrows in 0000733, but I don't think it's actually an issue with burrows. I think it's a problem with the new dwarven work ethic (0000008).
With my testing on burrows I did discover that the miners would "eventually" free themselves and move again, took 2-3 minutes for them to get around to it, they typically took a nap first.
Clearing my conflicting task of "go to burrow" returned them to work right away. |
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(0004932)
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Bury
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2010-04-24 16:56
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In mine there was no job swapping. They'd been diggers since I started and then they just at some point stop taking orders or doing much of anything productive.
Also it's not a woodcutter in the save. It's a grandmaster carpenter. He's standing in the meeting hall with "No job" even though I've got work queued up in the carpenter shop. |
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yeah found the slade issue :x was not really related to those... i digged with channels, so the place was "open space" but because of the wall below the stones would not drop. and it looked like there still should be a path out :/ |
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Reminder sent to: Bury Do you have a save that reproduces this problem in 31.10? If so, it would be helpful to upload the save to http://dffd.wimbli.com/ [^] |
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(0013755)
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uggi
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2010-11-13 07:54
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I think I'm having this bug in 0.31.16. The dwarves have been ignoring all digging and tree cutting designations, starting right from the embark.
There was a cave-in on embark. A cavern was placed on the surface level and parts of it were hanging in mid-air. Nobody died, but the they inhaled dust and some of them were thrown into a lake. I have tried to embark again with cave-ins disabled and still had the same designation problem.
I have found a workaround by drafting miners and woodcutters into the military, stationing them somewhere so they will get the "pickup equipment" job. Then as soon as they start walking towards the weapon stockpile, I cancel the station order. They will continue with the pickup equipment job and will then go digging and cutting trees.
When they run out of designated areas, they will return their tools back to the weapon stockpile. When I want them to do their jobs again, I have to use the stationing trick again.
I had some migrants and tried to make them miners and woodcutters, but they acted just like the original dwarves and I had to draft them to the military too. I haven't yet got any migrants that were already miners or woodcutters.
Designating plants to be gathered works, but on the other hand it doesn't require tools.
Here's a save right on the embark. Try to strike the earth!
http://dffd.wimbli.com/file.php?id=3383 [^]
Save of the world, embark location and more info in this thread:
http://www.bay12forums.com/smf/index.php?topic=70117.0 [^] |
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Had the same problem with 0.31.17
Woodcutter didnĀ“t want to cut wood, despite having the job activated, a copper battle axe waiting in the weapons stockpile and trees designated for cutting.
The workaround mentioned by uggi solved the problem however, i.e. he went to work after I drafted him to military, stationed the squad somewhere and then cleared all of the squads orders |
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In my experience, If a Pick is designated for military use, dwarves won't pick it up unless they're on duty or sometimes if the squad has a training area designated. I usually disband my squads whenever my dwarves lay about with no job too much. |
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(0014535)
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Videospirit
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2010-12-11 12:20
(edited on: 2010-12-11 13:34) |
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Ahh, I thought I'd read one of these before. This seems to be the original report of this bug. 0003733 and 0003660 are duplicates. 0002713 is related as well. The wait for military related pickup equipment and than re assign mining labor fix seems to crap out for me whenever my dwarves get thirsty though and I have to turn mining off to do it again. The severity is higher than minor since it can trigger in forts right from embark though.
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(0015945)
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JimiD
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2011-03-08 05:07
(edited on: 2011-03-08 05:08) |
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(0023869)
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Dwarfu
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2013-03-04 01:10
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I would agree with Videospirit in that this is a dupe, right down to the cavern collapse - there are certainly terrain gen errors here. |
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